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Showing posts with label Maya Rigging. Show all posts
Showing posts with label Maya Rigging. Show all posts
Sunday, March 11, 2012
Saturday, November 19, 2011
Topic - 05 Leg Setup (2 Videos)
Thursday, November 17, 2011
Topic - 04 ik Hand Setup (4 Videos)
In This Video Series we going tell about Basic of forward kinematics and inverse kinematics and Create Ik Setup of Hand and also Learn How to create Spline Setup.Friday, November 11, 2011
Topic - 03 Leg setup, Set driven key and Child parenting - 4 Video Tutorials
In This Video Series we going tell about fingers and leg setup and some more basic tools which every rigger need to know and have good expertise on it. Learn Basic concept for Child Parenting and Set Driven Key.
Lesson 04: Leg and Finger Setup part 01
Lesson 05: Leg and Finger Setup part 02
Tuesday, November 8, 2011
Topic - 02 Spline & Hand bone setup
Before Starting Rigging a model we should check the model. There is some basic and essential point you should keep in mind. Proper Mesh follow and cuts in Mesh responsible for proper Deformation in Model while Animation. This Video Series discuss over such issues.
Lesson 03: Spline and Hand bone Setup
Saturday, November 5, 2011
Topic - 01 Introducation to Rigging in Maya
Skeletal animation is a technique in computer animation in which a character is represented in two parts: a surface representation used to draw the character (called skin or mesh) and a hierarchical set of interconnected bones (called the skeleton or rig) used to animate (pose andkeyframe) the mesh. While this technique is often used to animate humans or more generally for organic modeling, it only serves to make the animation process more intuitive and the same technique can be used to control the deformation of any object — a spoon, a building, or a galaxy.
This technique is used in virtually all animation systems where simplified user interfaces allows animators to control often complex algorithms and a huge amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.
This technique is used in virtually all animation systems where simplified user interfaces allows animators to control often complex algorithms and a huge amount of geometry; most notably through inverse kinematics and other "goal-oriented" techniques. In principle, however, the intention of the technique is never to imitate real anatomy or physical processes, but only to control the deformation of the mesh data.
Technique
This technique is used by constructing a series of 'bones,' sometimes referred to as rigging. Each bone has a three dimensional transformation (which includes its position, scale and orientation), and an optional parent bone. The bones therefore form a hierarchy. The full transform of a child node is the product of its parent transform and its own transform. So moving a thigh-bone will move the lower leg too. As the character is animated, the bones change their transformation over time, under the influence of some animation controller. A rig is generally composed of both forward kinematics and inverse kinematics parts that may interact with each other. Skeletal animation is referring to the forward kinematics part of the rig, where a complete set of bones configurations identifies a unique pose.
Lesson 01: Introduction to Rigging
Lesson 02: Bone Orientation in Maya
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